Bestiary

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 Over-Category: Ideophage 
 Kingdom: Cosmic 
For all practical purposes, Ideophages do not eat at all; they do no grow or sustain from a known energy. Constructs, while not the only Ideophages, are the clearest example. A golem constucted of stone will exist until the stone erodes or is significantly damaged in some way.
A cosmic being is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. All cosmic beings breathe but do not sleep or eat unless stated otherwise. Lastly, all cosmic beings have 60-feet of darkvision.

Nyarlath 

A nyarlath is wholly devoid of either hair or beard and when clothed wearing only garment a shapeless robe of some heavy black fabric. One appears as a tall, swarthy man but with drastic features, such as three arms and three legs. Its head appears as a long serpentine cone, ending with its face being a giant toothy maw. The backside of its head can whip around and be used like a fourth prehensile hand or strike as a club.As a race, the nyarlath are psychic tyrants, slavers, and interdimensional voyagers. They are insidious masterminds that have harvested entire races for their own twisted ends, often viewing sentient beings as food, as they are brain-eaters. It is said they harvest slaves by warping and possessing the minds of large numbers of humanish races. Conjoined by a collective consciousness, the nyarlath hatch plots as far-reaching and evil as their fathomless minds can conceive.
The nyarlath possess psychic powers to control the world around them. Beyond being telepaths, they can levitate as a form of movement and even float upward or downward as part of their normal movement. These mental powers enable them to often control the minds of less-intelligent creatures, such as troglodytes and ogres, but may mentally dominate even very intelligent beings. They also prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls. The nyarlath subsist on the brains of humanish and atavistoid beings. The brains provide enzymes, hormones, and psychic energy necessary for their survival. Moreover, a nyarlath experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. However, nyarlaths will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into a brain snail.
In combat, a nyarlath can strike with its head-weapon which is a long conical tube. On any successful strike a wave of psychic energy surges through the victim, who must make a Logic preservation save (DC:13) or become stunned (as the restriction) until the end of the victim's next turn. Often, a nyarlath will bring its powerful maw down upon an stunned or incapacitated victim, effectively chewing through its skull. The mouth attack inflicts damage, and when the target has reached -1 Body points, then the nyarlath's following action is to extract and eat the brain.
Other combat actions are to use its powerful mind-blast attack, releasing a cone of psychic power out 20 feet from it (10 hexes). All sentients caught in the area must succeed a Judgment save (DC:15) or suffer d4 Mind points and roll on the confusion axiom chart for its next action. This is usually reserved when outnumbered as it causes the taste of brains to become bland.
Further powers of the nyarlath are domination and planar shifting, which it can only perform once each day for each power. Domination is similar but more powerful than possession. The observed victim within 90 feet must succeed on a Will save (DC:17) or be dominated by a powerful charm. However, targets currently fighting against the nyarlath have advantage on the save. While the creature is charmed, the two have a telepathic link so long as they both are on the same plane of existence. This telepathic link can issue commands to the creature (no action required), which it does its best to obey. Further, the victim will only take actions the nyarlath chooses, and the slave doesn't do anything that it isn't allowed. During this time, the creature use a reaction but at the cost of the dominator's reaction as well. Each time the target takes damage, it makes a new save; if successful, the domination ends. Otherwise the duration is one day before the victim is allowed another chance to escape the mind control by attempting another Will save (DC:17). Creatures already dominated and have a current Mind score lower than 10 points are at disadvantage on this subsequent saves.
Moving to another plane of existence is the effect of planar shifting. This is often an escape method when one needs to retreat.

Notes: Detect Thoughts (at will; no action required); Levitation Movement; Mind Blast; Dominate Other; Planar Shift)
Body: 46 ( STR:7, AGIL:10, RESIL:14 )
Mind: 43 ( LOGIC:11, PERC:9, JUDG:9 )
Spirit: 24 ( WILL:8, FAITH:3, MUSE:5 )
Movement: 50 feet
Size Category: Medium 
Protection Points: 13
Guard Roll Dice: d4 & d4
— ATTACK METHOD —
Attack: Head-Strike (melee)
Number of d20s: 2
To-Hit Modifier: +7
Damage Type: blunt
Damage: 4 to 5 pts
Attack Special: onHit;logicDC13;{"command":"n-markers","tags":[{"tag":"stunned","parameter":"true"}]}
— ATTACK METHOD —
Attack: Bite (melee)
Number of d20s: 1
To-Hit Modifier: +10
Damage Type: piercing
Damage: 7 pts